hear crowd go mad: causes energize team

from ConceptNet
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents -
Siblings -

Related properties

Property Similarity
causes energize team 1.00
be motivated by they be excite 0.80
be used to excite moment in sport 0.75

Priors about this statement

Cues

0.2 0.4 0.6 0.8 Joint Necessity Sufficiency Implication Entailment Contradiction Entropy

Evidence

0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Clauses

Salient implies Plausible

0.23
Rule weight: 0.28
Evidence weight: 0.80
Similarity weight: 1.00
Evidence: 0.59
Plausible(hear crowd go mad, causes energize team)
Evidence: 0.48
¬ Salient(hear crowd go mad, causes energize team)

Similarity expansion

0.56
Rule weight: 0.85
Evidence weight: 0.82
Similarity weight: 0.80
Evidence: 0.59
Plausible(hear crowd go mad, causes energize team)
Evidence: 0.43
¬ Plausible(hear crowd go mad, be motivated by they be excite)
0.55
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.80
Evidence: 0.48
Salient(hear crowd go mad, causes energize team)
Evidence: 0.37
¬ Salient(hear crowd go mad, be motivated by they be excite)
0.54
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.75
Evidence: 0.66
Typical(hear crowd go mad, causes energize team)
Evidence: 0.48
¬ Typical(hear crowd go mad, be used to excite moment in sport)
0.51
Rule weight: 0.85
Evidence weight: 0.74
Similarity weight: 0.80
Evidence: 0.66
Typical(hear crowd go mad, causes energize team)
Evidence: 0.76
¬ Typical(hear crowd go mad, be motivated by they be excite)
0.48
Rule weight: 0.85
Evidence weight: 0.75
Similarity weight: 0.75
Evidence: 0.48
Salient(hear crowd go mad, causes energize team)
Evidence: 0.49
¬ Salient(hear crowd go mad, be used to excite moment in sport)
0.46
Rule weight: 0.85
Evidence weight: 0.71
Similarity weight: 0.75
Evidence: 0.59
Plausible(hear crowd go mad, causes energize team)
Evidence: 0.70
¬ Plausible(hear crowd go mad, be used to excite moment in sport)
0.44
Rule weight: 0.85
Evidence weight: 0.64
Similarity weight: 0.80
Evidence: 0.44
Remarkable(hear crowd go mad, causes energize team)
Evidence: 0.65
¬ Remarkable(hear crowd go mad, be motivated by they be excite)
0.39
Rule weight: 0.85
Evidence weight: 0.61
Similarity weight: 0.75
Evidence: 0.44
Remarkable(hear crowd go mad, causes energize team)
Evidence: 0.71
¬ Remarkable(hear crowd go mad, be used to excite moment in sport)

Typical and Remarkable implies Salient

0.12
Rule weight: 0.14
Evidence weight: 0.85
Similarity weight: 1.00
Evidence: 0.48
Salient(hear crowd go mad, causes energize team)
Evidence: 0.66
¬ Typical(hear crowd go mad, causes energize team)
Evidence: 0.44
¬ Remarkable(hear crowd go mad, causes energize team)

Typical implies Plausible

0.35
Rule weight: 0.48
Evidence weight: 0.73
Similarity weight: 1.00
Evidence: 0.59
Plausible(hear crowd go mad, causes energize team)
Evidence: 0.66
¬ Typical(hear crowd go mad, causes energize team)